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Show posts MenuQuote from: Pumaman on Sat 08/12/2007 21:59:00Wow, that's very handy, thanks.
Well, the Script class has an AutoCompleteData property, which stores all the information that autocomplete has cached about the script. I guess it depends whether the information you need is the same as that, or not.
Quote from: Pumaman on Mon 26/11/2007 23:02:37Thanks.Quote
can't seem to get that right. I added an event handler for BeforeShowContextMenu that tries to add a menu with: _editor.GUIController.CreateMenuCommand(evArgs.Component, CONTROL_ID_CONTEXT_MENU_OPTION, "Simple edit");
Which does... nothing.
You need to create the command with CreateMenuCommand, but then add it to the Commands collection in the EventArgs, as smiley has demonstrated.Quotetry this:
MenuCommand mc = _editor.GUIController.CreateMenuCommand(evArgs.Component, CONTROL_ID_CONTEXT_MENU_OPTION, "Simple edit");
evArgs.MenuCommands.Commands.Add(mc);
Be careful here! The component that you supply to CreateMenuCommand will be the component that gets notified when the command is clicked. Thus, for adding your own commands you need to pass your component rather than the one that created the menu.
So the code you might want could be this:Code: ags MenuCommand mc = _editor.GUIController.CreateMenuCommand(this, CONTROL_ID_CONTEXT_MENU_OPTION, "Simple edit"); evArgs.MenuCommands.Commands.Add(mc);
depending on which class that code is in.
Quote from: Pumaman on Sun 10/06/2007 18:24:35I can't seem to get that right. I added an event handler for BeforeShowContextMenu that tries to add a menu with: _editor.GUIController.CreateMenuCommand(evArgs.Component, CONTROL_ID_CONTEXT_MENU_OPTION, "Simple edit");
* Editor plugin API new event BeforeShowContextMenu on the ProjectTree to allow you to intercept context menus and add extra items to them (you must create any extra items using GUIController.CreateMenuCommand method)
Quote from: Ghost on Fri 02/11/2007 23:42:13It's basically just a bunch of DLLs that all .NET applications (usually coded in C#) need.
What exactly does this NET Framework do? I installed it to be able to use the new AGS version and I understand that a framework is programming-related- so what other use has this framework?
Quote from: Rui "Trovatore" Pires on Mon 22/10/2007 20:23:42I like the mouse wheel idea.
EDIT - Had a thought, let me know - pre-script mouse wheel to change modes (most people who use the mouse wheel will use it for that), and the middle button for making the player WALK to the destination - Wretched did that in some game, using the middle button as a shortcut for using WALK, and I can't tell you how much I wished everyone else did that.
So, ok if I include these two? I mean, the keyboard movement module is already in...
EDIT 2 - Ok, then, guess not. Right, here it goes then - http://rapidshare.com/files/64742163/Default_Game_2_3.agt.html
Quote from: monkey_05_06 on Sun 21/10/2007 04:50:32Sorry, I meant the new AGF type, which works fine for me.
Actually no, the AGSGame file type is no longer supported (AGS 3.0+). Also I've tried setting up a file association with the AGS 3.0 editor, but I have thus far found it impossible to do so. I'm familiar with file associations, but as far as I can tell you can't assign one for the way the editor currently expects the command line argument.
Quote from: monkey_05_06 on Fri 19/10/2007 04:10:21As complicated as Pumaman made it sound, it just means that you can now associate AGS with AGSGame files.Quote from: Pumaman on Sun 10/06/2007 18:24:35* Added ability to start editor loading specific game from the command line (this will be tied into a registry association in an installer in a later release); and added /compile switch to load, compile game and exit
You could have explained what the command line argument for loading a specific game was...
(...)
Also I wanted to ask: Could shortcuts automatically be created in the game folder (perhaps optionally by an editor preference)? You said that this will later be tied into a registry association...does this mean that we will see the emergence of an 'AGSGame' type file which will be associated with this command line loading? Either way it would be much appreciated.![]()
Quote from: Pumaman on Sun 14/10/2007 23:05:39http://supsuper.wurmz.net/stuff/Compiled.zipQuoteYep, it only happens with the DX5 driver on 320x200 full-screen, maybe it's a hardware-specific thing. I'm running Windows Vista with a Radeon X1650 Pro. I put my game here if it helps.
I downloaded this and tried it out, and it seemed to work fine. Are you using beta 13? Can you try uploading the compiled EXE, in case something has been compiled differently?
Quote from: Pumaman on Fri 05/10/2007 23:49:46Yep, it only happens with the DX5 driver on 320x200 full-screen, maybe it's a hardware-specific thing. I'm running Windows Vista with a Radeon X1650 Pro. I put my game here if it helps.QuoteExactly. Though I just noticed AGS switches to 640x480 when I try to run on 320x200 (although it looks different from actually running on 640x480), so maybe it's a side-effect of that? It only happens on fade-outs, too. Here's a screenshot.
Hmm, I still can't reproduce this. Does it only happen with the DX5 driver? Would it be possible to upload a sample of this problem for me to take a look at?
QuoteError 1 The command "copy D:\SupFiles\Visual Studio Projects\AGS.Plugin.Sample\bin\Release\AGS.Plugin.Sample.dll D:\SupFiles\Visual Studio Projects\AGS.Plugin.Sample\netedit\bin\Debug" exited with code 1. AGS.Plugin.Sample
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